var status = -1;
var selectionLog = [];

function action(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }
    status++;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.updateInfoQuest(32679, "enter=1");
            cm.curNodeEventEnd(true);
            cm.eventSKill(0);
            cm.setInGameDirectionMode(true, false, true);
            cm.fieldEffect_InsertCanvas(1, 200, 0, 0, 0, 1300, 0);
            cm.inGameDirectionEvent_AskAnswerTime(1600);
            cm.curNodeEventEnd(true)
        } else {
            if (status === a++) {
                cm.inGameDirectionEvent_Monologue("曾经高高在上的狮子王之城，如今变成了一片废墟。", 0);
                cm.effect_Voice("Voice3.img/DLep4/g/g_1.mp3", 100)
            } else {
                if (status === a++) {
                    cm.inGameDirectionEvent_Monologue("#r鲜红的火花#k在城中四处乱窜", 0);
                    cm.effect_Voice("Voice3.img/DLep4/g/g_2.mp3", 100)
                } else {
                    if (status === a++) {
                        cm.inGameDirectionEvent_Monologue("喷泉中流动的不是雪化成的水，而是#r咕嘟咕嘟冒着热气的岩浆#k。", 0);
                        cm.effect_Voice("Voice3.img/DLep4/g/g_3.mp3", 100)
                    } else {
                        if (status === a++) {
                            cm.inGameDirectionEvent_Monologue("", 0)
                        } else {
                            if (status === a++) {
                                cm.inGameDirectionEvent_Monologue("还有，不知为何而死的人们……", 0);
                                cm.effect_Voice("Voice3.img/DLep4/g/g4.mp3", 100)
                            } else {
                                if (status === a++) {
                                    cm.inGameDirectionEvent_Monologue("他们是怀着怎样的怨恨与诅咒闭上眼睛的呢……", 0);
                                    cm.effect_Voice("Voice3.img/DLep4/g/g_5.mp3", 100)
                                } else {
                                    if (status === a++) {
                                        cm.inGameDirectionEvent_Monologue("", 1)
                                    } else {
                                        if (status === a++) {
                                            cm.fieldEffect_InsertCanvas(0, 0, 0, 0, 0, 1300, 0);
                                            cm.inGameDirectionEvent_AskAnswerTime(1600)
                                        } else {
                                            if (status === a++) {
                                                cm.eventSKill(0);
                                                cm.setInGameDirectionMode(false, true, false);
                                                cm.effect_NormalSpeechBalloon("#fn黑体##fs18#太可怕了……", 1, 0, 0, 3000, 0, 0, 0, 0, 4, 0, null, cm.getPlayer().getId());
                                                cm.effect_NormalSpeechBalloon("#fn黑体##fs18#这里面……真的有人在吗。", 1, 0, 0, 3000, 0, 0, 0, 0, 4, 0, null, cm.getPlayer().getId());
                                                cm.dispose()
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
}

function start() {
    status = -1;
    action(1, 0, 0)
};